drawn = (this.iflags & IFLAG_VALID);
t = time;
}
+ bool is_nade = Projectile_isnade(this.cnt);
if (!(f & FL_ONGROUND))
{
rot = '0 0 0';
- switch (this.cnt)
+ if (is_nade) rot = this.avelocity;
+ else switch (this.cnt)
{
- /*
- case PROJECTILE_GRENADE:
- rot = '-2000 0 0'; // forward
- break;
- */
case PROJECTILE_GRENADE_BOUNCING:
rot = '0 -1000 0'; // sideways
break;
case PROJECTILE_ROCKET:
rot = '0 0 720'; // spinning
break;
- default:
- break;
}
- if (Projectile_isnade(this.cnt))
- rot = this.avelocity;
-
- this.angles = AnglesTransform_ToAngles(AnglesTransform_Multiply(AnglesTransform_FromAngles(this.angles), rot * (t - this.spawntime)));
+ if (rot)
+ {
+ if (!rot.x && !rot.y)
+ {
+ // cheaper z-only rotation formula
+ this.angles.z = (rot.z * (t - this.spawntime)) % 360;
+ if (this.angles.z < 0)
+ this.angles.z += 360;
+ }
+ else
+ this.angles = AnglesTransform_ToAngles(AnglesTransform_Multiply(AnglesTransform_FromAngles(this.angles), rot * (t - this.spawntime)));
+ }
}
- vector ang;
- ang = this.angles;
- ang.x = -ang.x;
- makevectors(ang);
-
a = 1 - (time - this.fade_time) * this.fade_rate;
this.alpha = bound(0, this.alphamod * a, 1);
if (this.alpha <= 0)
drawn = 0;
this.renderflags = 0;
+ vector ang = this.angles;
+ ang.x = -ang.x;
trailorigin = this.origin;
- switch (this.cnt)
+ if (is_nade)
+ {
+ makevectors(ang);
+ trailorigin += v_up * 4;
+ }
+ else switch (this.cnt)
{
case PROJECTILE_GRENADE:
case PROJECTILE_GRENADE_BOUNCING:
+ makevectors(ang);
trailorigin += v_right * 1 + v_forward * -10;
break;
- default:
- break;
}
- if (Projectile_isnade(this.cnt))
- trailorigin += v_up * 4;
-
if (drawn)
Projectile_DrawTrail(this, trailorigin);
else
// TODO: projectiles use glowmaps for their color, not teams
#if 0
if(this.colormap > 0)
- this.glowmod = colormapPaletteColor(this.colormap & 0x0F, true) * 2;
+ this.glowmod = colormapPaletteColor(this.colormap & 0x0F, true);
else
this.glowmod = '1 1 1';
#endif